These are some questions to help me brainstorm what it is I want to ask/answer about modern game design, and where it’s headed, during my BFA project:
- Is loss “fun”? Can failure and consequence be “fun”?
- What is permanence and its role in games/game design?
- How are audiences of gamers engaged in a game/s socially?
- What about a social atmosphere demands/encourages that they [player] return for more?
- Can positive reinforcement bring attention to an otherwise negative end?
- How has repetition aided game design? How has it hurt it?
- Progression: seeing progress is a powerful tool in making a game exist outside of itself.
- For a game to live beyond its very literal “magic circle” is a trait embedded in all and any of its potential untapped by the player.
- What are powerful examples of loss in games/game design? When have they been rewarding? When have they been self-defeating?
This is most likely a perpetual list, to be reiterated throughout the semester.